forgot to commit before week-end
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04761e19bb
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bab1dff379
@ -1 +1,3 @@
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__all__ = []
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from .core import Tetris
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__all__ = ["Tetris"]
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@ -22,7 +22,6 @@ class Movement:
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LEFT = Point(-1, 0)
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RIGHT = Point(1, 0)
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DOWN = Point(0, 1)
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STILL = Point(0, 0)
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class Mino:
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@ -38,6 +37,7 @@ class Mino:
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class Tetromino:
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INIT_POSITION = Point(4, 0)
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CAN_ROTATE = True
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SUPER_ROTATION_SYSTEM = (
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{
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Rotation.COUNTERCLOCKWISE: (Point(0, 0), Point(1, 0), Point(1, -1), Point(0, 2), Point(1, 2)),
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@ -73,6 +73,7 @@ class Tetromino:
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class O(Tetromino):
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MINOES_POSITIONS = (Point(0, 0), Point(1, 0), Point(0, -1), Point(1, -1))
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MINOES_TYPE = Mino.O
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CAN_ROTATE = False
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def _rotate(self, direction):
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return False
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@ -134,108 +135,55 @@ class Z(Tetromino):
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MINOES_TYPE = Mino.Z
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class Matrix:
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NB_COLS = 10
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NB_ROWS = 40
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PIECE_POSITION = Point(4, 0)
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def __init__(self):
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self.cells = [
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[Mino.NO_MINO for x in range(self.NB_COLS)]
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for y in range(self.NB_ROWS)
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]
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def is_free_cell(self, position):
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return (
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0 <= position.x < self.NB_COLS
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and position.y < self.NB_LINES
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and not (position.y >= 0 and self.cells[position.y][position.x] != Mino.NO_MINO)
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)
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def lock(self, piece):
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for mino_position in piece.minoes_position:
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position = mino_position + piece.position
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if position.y >= 0:
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self.cells[position.y][position.x] = piece.MINOES_TYPE
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else:
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return None
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else:
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nb_lines_cleared = 0
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for y, line in enumerate(self.cells):
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if all(mino for mino in line):
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self.cells.pop(y)
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self.cells.insert(0, [Mino.NO_MINO for x in range(self.NB_COLS)])
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nb_lines_cleared += 1
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return nb_lines_cleared
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class Stats(Window):
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try:
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with open(self.FILE_PATH, "r") as f:
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self.high_score = int(f.read())
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except:
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self.high_score = 0
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self.combo = -1
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self.time = time.time()
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self.lines_cleared = 0
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self.clock_timer = None
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self.strings = []
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Window.__init__(self, width, height, begin_x, begin_y)
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self.new_level()
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def refresh(self):
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self.draw_border()
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self.window.addstr(2, 2, "SCORE\t{:n}".format(self.score))
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if self.score >= self.high_score:
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self.window.addstr(3, 2, "HIGH\t{:n}".format(self.high_score), curses.A_BLINK|curses.A_BOLD)
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else:
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self.window.addstr(3, 2, "HIGH\t{:n}".format(self.high_score))
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t = time.localtime(time.time() - self.time)
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self.window.addstr(4, 2, "TIME\t%02d:%02d:%02d" % (t.tm_hour-1, t.tm_min, t.tm_sec))
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self.window.addstr(5, 2, "LEVEL\t%d" % self.level)
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self.window.addstr(6, 2, "GOAL\t%d" % self.goal)
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self.window.addstr(7, 2, "LINES\t%d" % self.lines_cleared)
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start_y = self.height - len(self.strings) - 2
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for y, string in enumerate(self.strings, start=start_y):
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x = (self.width-len(string)) // 2 + 1
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self.window.addstr(y, x, string)
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self.window.refresh()
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class Game:
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AUTOREPEAT_DELAY = 0.02
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LOCK_DELAY = 0.5
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FALL_DELAY = 1
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class Tetris:
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TETROMINOES = (O, I, T, L, J, S, Z)
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LEN_NEXT_QUEUE = 1
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MATRIX_ROWS = 20
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MATRIX_COLS = 10
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INIT_POSITION = Point(4, 0)
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FALL_DELAY = 1
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LOCK_DELAY = 0.5
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AUTOSHIFT_DELAY = 0.2
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SCORES = (
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{"name": "", "": 0, "MINI T-SPIN": 1, "T-SPIN": 4},
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{"name": "", "": 0, "MINI T-SPIN": 1, "T-SPIN": 4},
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{"name": "SINGLE", "": 1, "MINI T-SPIN": 2, "T-SPIN": 8},
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{"name": "DOUBLE", "": 3, "T-SPIN": 12},
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{"name": "TRIPLE", "": 5, "T-SPIN": 16},
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{"name": "TETRIS", "": 8}
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)
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LEN_NEXT_QUEUE = 1
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def __init__(self, high_score=0):
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self.matrix = [
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[Mino.NO_MINO for x in range(self.MATRIX_ROWS)]
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for y in range(self.MATRIX_COLS)
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]
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self.high_score = high_score
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def __init__(self, level=1):
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self.matrix = Matrix()
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self.paused = False
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self.start_next_piece()
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self.score = 0
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self.level = level - 1
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self.combo = -1
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self.random_bag = []
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self.next_queue = [self.random_piece() for _ in range(self.LEN_NEXT_QUEUE)]
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self.held_piece = None
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self.time = time.time()
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self.playing = True
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self.next_level()
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self.new_piece()
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def random_piece(self):
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def _random_piece(self):
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if not self.random_bag:
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self.random_bag = list(self.TETROMINOES)
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random.shuffle(self.random_bag)
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return self.random_bag.pop()()
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def new_game(self, level=1):
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self.matrix.cells = [
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[Mino.NO_MINO for x in range(self.NB_COLS)]
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for y in range(self.NB_ROWS)
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]
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self.level = level - 1
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self.goal = 0
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self.score = 0
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self.random_bag = []
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self.next_queue = [
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self._random_piece()
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for _ in range(self.LEN_NEXT_QUEUE)
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]
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self.held_piece = None
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self.fall_delay = self.FALL_DELAY
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self.lock_delay = self.LOCK_DELAY
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self.time = time.time()
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self.next_level()
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self.new_piece()
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def next_level(self):
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self.level += 1
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@ -244,9 +192,11 @@ class Game:
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if self.level > 15:
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self.lock_delay = 0.5 * pow(0.9, self.level-15)
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self.goal += 5 * self.level
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self.show_text("LEVEL %d" % self.level)
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def new_piece(self):
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self.current_piece, self.next_piece = self.next_piece, self.random_piece()
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self.current_piece = self.next_queue.pop(1)
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self.next_queue.append(self._random_piece)
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self.start_piece()
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def hold_piece(self):
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@ -261,105 +211,157 @@ class Game:
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self.new_piece()
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def start_piece(self):
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self.current_piece.position = self.current_piece.INIT_POSITION
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if not
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self.current_piece.position = self.INIT_POSITION
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if not self.shape_fits(self.current_piece.position, self.current_piece.minoes_positions):
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self.over()
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def _possible_position(self, minoes_position, movement):
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potential_position = self.position + movement
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if all(
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self.matrix.is_free_cell(mino_position+potential_position)
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for mino_position in minoes_position
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):
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return potential_position
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def piece_blocked(self):
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return not self.current_piece._possible_position(self.current_piece.minoes_position, Movement.STILL)
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def move(self, movement):
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possible_position = self._possible_position(self.minoes_position, movement)
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if possible_position:
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self.position = possible_position
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self.rotated_last = False
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def _move(self, movement):
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potential_position = self.current_piece.position + movement
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if self.shape_fits(potential_position, self.current_piece.minoes_positions):
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self.current_piece.position = potential_position
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self.current_piece.rotated_last = False
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self.postpone_lock()
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return True
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else:
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self.prelock()
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return False
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def rotate(self, direction):
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def _rotate(self, direction):
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if not self.current_piece.CAN_ROTATE:
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return False
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potential_minoes_positions = tuple(
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Point(-direction*mino_position.y, direction*mino_position.x)
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for mino_position in self.minoes_position
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)
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for rotation_point, liberty_degree in enumerate(self.SUPER_ROTATION_SYSTEM[self.orientation][direction], start=1):
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possible_position = self._possible_position(potential_minoes_positions, liberty_degree)
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if possible_position:
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self.orientation = (self.orientation+direction) % 4
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self.position = possible_position
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self.minoes_position = potential_minoes_positions
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self.rotated_last = True
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potential_position = self.position + liberty_degree
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if self.shape_fits(potential_position, potential_minoes_positions):
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self.current_piece.orientation = (self.orientation+direction) % 4
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self.current_piece.position = potential_position
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self.current_piece.minoes_position = potential_minoes_positions
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self.current_piece.rotated_last = True
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if rotation_point == 5:
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self.rotation_point_5_used = True
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self.current_piece.rotation_point_5_used = True
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self.postpone_lock()
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return True
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else:
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self.prelock()
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return False
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def move_left(self):
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self.current_piece.move(Movement.LEFT)
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self._move(Movement.LEFT)
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def move_right(self):
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self.current_piece.move(Movement.RIGHT)
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self._move(Movement.RIGHT)
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def soft_drop(self):
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if self.current_piece.move(Movement.DOWN):
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self.score += 1
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def fall(self):
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self.current_piece.move(Movement.DOWN)
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if self._move(Movement.DOWN):
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self.rows_dropped(1)
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def hard_drop(self):
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while self.current_piece.move(Movement.DOWN):
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self.score += 2
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points = 0
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while self._move(Movement.DOWN):
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points += 2
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self.rows_dropped(points)
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self.lock_piece()
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def rows_dropped(self, points):
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self.update_score(points, "")
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def fall(self):
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self._move(Movement.DOWN)
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def rotate_clockwise(self):
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return self.current_piece.rotate(Rotation.CLOCKWISE)
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return self.current_piece._rotate(Rotation.CLOCKWISE)
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def rotate_counterclockwise(self):
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return self.current_piece.rotate(Rotation.COUNTERCLOCKWISE)
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return self.current_piece._rotate(Rotation.COUNTERCLOCKWISE)
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def is_free_cell(self, position):
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return (
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0 <= position.x < self.NB_COLS
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and position.y < self.NB_LINES
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and not (position.y >= 0 and self.matrix[position.y][position.x] != Mino.NO_MINO)
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)
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def shape_fits(self, piece_position, minoes_positions):
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return all(
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self.is_free_cell(piece_position+mino_position)
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for mino_position in minoes_positions
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)
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def prelock(self):
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"""
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Schedules self.lock in self.lock_delay
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"""
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raise NotImplementedError
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def postpone_lock(self):
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"""
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Reset timer calling self.lock to self.lock_delay
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"""
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raise NotImplementedError
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def lock_piece(self):
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t_spin = self.current_piece.t_spin()
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nb_lines = self.matrix.lock(self.current_piece)
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if nb_lines is None:
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self.over()
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if self.shape_fits(self.current_piece.position+Movement.DOWN, self.current_piece.minoes_positions):
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self.postpone_lock()
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return
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if nb_lines:
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self.combo += 1
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else:
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self.combo = -1
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t_spin = self.current_piece.t_spin()
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for mino_position in self.current_piece.minoes_position:
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position = mino_position + self.current_piece.position
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if position.y >= 0:
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self.matrix[position.y][position.x] = self.current_piece.MINOES_TYPE
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else:
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self.over()
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return
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if nb_lines or t_spin:
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ds = self.SCORES[nb_lines][t_spin]
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self.goal -= ds
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ds *= 100 * self.level
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self.score += ds
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nb_rows = 0
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for y, row in enumerate(self.cells):
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if all(mino for mino in row):
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self.cells.pop(y)
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self.cells.insert(0, [Mino.NO_MINO for x in range(self.NB_COLS)])
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nb_rows += 1
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self.piece_locked(nb_rows, t_spin)
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if t_spin or nb_rows:
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points = self.SCORES[nb_rows][t_spin]
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self.goal -= points
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points *= 100 * self.level
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text = t_spin
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if t_spin and nb_rows:
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text += " "
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if nb_rows:
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text += self.SCORES[nb_rows]["name"]
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self.update_score(points, text)
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self.combo = self.combo + 1 if nb_rows else -1
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if self.combo >= 1:
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self.strings.append("COMBO x%d" % self.combo)
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ds = (20 if nb_lines==1 else 50) * self.combo * self.level
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self.score += ds
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self.strings.append(str(ds))
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points = (20 if nb_rows==1 else 50) * self.combo * self.level
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text = "COMBO x%d" % self.combo
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self.update_score(points, text)
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if self.goal <= 0:
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self.new_level()
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self.new_piece()
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def update_score(self, points, text):
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self.score += points
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if self.score > self.high_score:
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self.high_score = self.score
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self.show_text("%s\n%d" % (text, points))
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def show_text(self, text):
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print(text)
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def pause(self):
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self.time = time.time() - self.time
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self.paused = True
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def resume(self):
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self.time = time.time() - self.time
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self.paused = False
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def over(self):
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self.playing = False
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self.show_text("GAME OVER")
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